/Engine/Source/Runtime/Landscape/Classes/LandscapeGrassType.h
struct FGrassVariety
bool
AlignToSurface
Whether the grass instances should be tilted to the normal of the landscape (true), or always vertical (false)
bool
bAffectDistanceFieldLighting
Controls whether the primitive should affect dynamic distance field lighting methods.
bool
bCastContactShadow
Whether the grass should cast contact shadows.
bool
bCastDynamicShadow
Whether the grass should cast shadows when using non-precomputed shadowing.
bool
bKeepInstanceBufferCPUCopy
Whether we should keep a cpu copy of the instance buffer.
bool
bReceivesDecals
Whether the grass instances should receive decals.
bool
bUseGrid
If true, use a jittered grid sequence for placement, otherwise use a halton sequence.
bool
bUseLandscapeLightmap
Whether to use the landscape's lightmap when rendering the grass.
FPerPlatformInt
EndCullDistance
The distance where instances will have completely faded out when using a PerInstanceFadeAmount material node.
FPerQualityLeve...
EndCullDistanceQuality
FPerPlatformFlo...
GrassDensity
Instances per 10 square meters.
FPerQualityLeve...
GrassDensityQuality
TObjectPtr<USt...
GrassMesh
uint32
InstanceWorldPositionOffsetDisableDistance
Distance at which to grass instances should disable WPO for performance reasons
FLightingChanne...
LightingChannels
Lighting channels that the grass will be assigned.
int32
MinLOD
Specifies the smallest LOD that will be used for this component.
TArray<TObject...
OverrideMaterials
float
PlacementJitter
bool
RandomRotation
Whether the grass instances should be placed at random rotation (true) or all at the same rotation (false)
FFloatInterval
ScaleX
Specifies the range of scale, from minimum to maximum, to apply to a grass instance's X Scale property
FFloatInterval
ScaleY
Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Y Scale property
FFloatInterval
ScaleZ
Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Z Scale property
EGrassScaling
Scaling
Specifies grass instance scaling type
EShadowCacheInv...
ShadowCacheInvalidationBehavior
Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset.
FPerPlatformInt
StartCullDistance
The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node.
FPerQualityLeve...
StartCullDistanceQuality